Given how much of the losses we took was the result of sheer random chance and minefields, I hesitate to say "if we'd done X the outcome would have been Y." We'd be watching a random number generator proc differently, different ships would get hit by mines, we might end up with fewer crippled ships overall but I'm not sure.
Mines and critical hits make it a lot harder to talk about counterfactuals in the game now, because the butterfly effect is more powerful
The point, however, was that regardless of the specific cause one major loss turned the operation from viable to chancey. The best strategic route in my personal opinion is to attempt to minimize the chance of that major loss from the start.
At present, we have to look to what remaining "safe gambles" we can take.
Here are some potential cases:
1. We can fight the Imperial reinforcement fleet as we are, conceding them the advantage of boosting structures but no more, then take on the Iron Hail system after their fleet is killed. We have about 122 of strength (C+H+L). Including boosts, the same amount of enemy strength would be: 2 Boosted Sandworm (C8 H4 L10), 1 Boosted Cruiser (C7 H2 L8), 1 Normal Cruiser (C5 H2 L4), 6 frigates (C3 H2 L3) for a total of 120 strength. Realistically I would not engage at worse than 4:3 odds in our favor and would prefer 3:2 odds, so just the two explorers two cruisers and three frigates would be enough for 4:3.
2. We can destroy Iron Hail and then fight the Imperial reinforcement fleet, but the odds given above get worse for us after our damage and we have no immediate advantage to doing so.
3. We can destroy Iron Dome and then fight the Imperial reinforcement fleet; a 120 strength fleet will decrease to 106 strength, a 13% reduction. We cannot take more than a 13% hit ourselves in the process.
4. We can destroy Iron Dome and High Intensity Beam and then fight the imperial reinforcement fleet; a 120 strength fleet will decrease to 100 strength. Same as above.
5. We can split the fleet to destroy two structures and then withdraw, leaving the system completely exposed for round 2.
6. We can withdraw without taking any further damage. In this case it would be prudent to wait and see what exactly the reinforcement fleet contains before skedaddling.
The most prudent course of action is to destroy two structures then withdraw.
The best gamble is a toss-up between holding the orbit to fight reinforcements and destroying Iron Dome then fighting reinforcements. This is best supported by vectoring in reinforcements of our own to pressure the Imperials into engaging.
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